/Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/Agents/MLAdapterAgent.h
Will be bound to UGameInstance.OnPawnControllerChanged if current avatar is a pawn or a controller.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnPawnControllerChanged ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn, [AController](API\Runtime\Engine\GameFramework\AController) * InController )